AirwolfPL
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Everything posted by AirwolfPL
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Opf 2 not gonna be released at 2004.
AirwolfPL replied to Koolkid101's topic in ARMA 2 & OA - GENERAL
Actually it's not as bad news as it seems to be. There are plenty of unfinished projects for OFP:R and plenty of things that haven't been done yet and are possible to do using OFP's engine. I think OFP2 release will cause lack of interest in the addons prepared for original OFP (and even if it will still be possible to use original OFP addons in OFP2 - OFP2's engine improvements and new addons prepared specifically for this engine will be much more attractive to players than 'old' ones). -
Oh, that's interesting, I didn't knew about it. Anyways, I suppose those gliders are not black in colour (or maybe I'm wrong here again? ;) PS.: Still Black Ops != Portugeese SF ;)
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I suppose you wanted to be witty and ironical, but actually you are all wrong. You think mine Airwolf isn't realistic? Well actually you are mistaken :-) it will be a realistic. Realistic reproduction of the chopper from TV show - that's all (of course there is a question if TV show chopper was realistic, but it doesn't matters here). Did you checked mine Mi-2 or H500 addons? I bet you didn't. PS.: What's the point in asking if there is a tandem version of the addon? If there will be such version I'm sure we will be informed by author himself...
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Zamerny point defines centre of rotation. At least in helicopter addons (I didn't made any plane addons yet). And I'm pretty sure about it. Weight distribution has nothing to do with the rotation centre visible in game on helicopters (I suppose it has also nothing to do with it on planes). Anyways, the point is that it's still in the wrong place in your addon :-) OK. To prove how wrong you are about the zamerny point, mass balance and it's influence to rotation centre of plane / chopper I've prepared special hi-tech, advanced plane. Ladies and Gentlemen - meet project X-1000: This highly advanced machine comes to you in three flavours: 1). with the rotation centre in the front 2). with the rotation centre in the middle 3). with the rotation centre in the rear And it's all defined by 1 and only 1 thing... zamerny point in the memory lod. Mass balance is the same in all three planes. P3D files are unbinarized so you can check this out for yourself. Download here: awmcheckplane.zip (62kB) I suppose zamerny point was tought to serve different role indeed (I've read about in some reference or something) but actually it's the thing which defines rotation centre of the plane/chopper. PS.: I hope now you'll be able to set rotation centre in the right place which will make your addon even better :-)
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Another strange thing - AI is landing hang glider each time (even if method AI uses to land it is extraordinary ;), but it doesn't leave the vehicle at GET OUT waypoint and it continues to run (which usually results in crash or turning the whole thing upside down - and even then hangglider continues to move). But once again - I love this addon, one of the sweetests addons released.
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Black skin for black op insertions? IMHO Weak idea... I like realistic games, and hang gliders are not really very usefull at night because of lack of thermals so (AFAIK) they are able to fly only as far their glide ratio allows. For such actions black ops are using air insertions and gliding parachutes instead. PS.: Of course there are tandem hang gliders - take a look here http://www.antigravity.co.nz/
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OK, once again - very impressive addon, I love such small 'well rounded' addons like this (other addons of this kind are this hangglider with engine, someone mentioned above, catshark autogyro, buggy etc . Anyways, I have some suggestions: 1). Centre of rotation is set in bad place (I didn't checked latest version yet, but I suppose it wasn't changed). It should be placed in ~1/3 of the wing's width - check out below picture: This point is defined by 'zamerny' point in the memory LOD (at least on choppers) and in plenty of 'air' addons it's defined in the wrong place. 2). Fuel... As you probably know gliders/hanggliders/paragliders are able to fly virtually as long as pilot is able to find thermals and use them gain height. I think it would be good idea to give glider huge amount of fuel in the day and only tiny amount of fuel in the night time (so pilot can start from hill but he shouldn't be able to fly too long because of lack of useful thermals). I'm not talking about circling in thermals here and stuff because there is no point to add such things to OFP addon, but I think such 'fuel management' script (working in a loop started in the init event handler and checking, the daytime and setting proper amount of fuel in every pass (at day) and disallowing to refuel hangglider (at night) would be a good thing).
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<VOICE MODE="Darth_Vader">IMPRESSIVE!</VOICE>
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Looking good. Anyways, I don't think that such camo scheme was used ever in Polish Airforce - most of our MiGs (in fact Lims-6 and 7 not MiGs ;) had just silver colour like this Lim-1: http://www.csclub.uwaterloo.ca/~ehobot/gifs/zdjecia/lim1-1.jpg or had similar camo scheme like this Lim-1: http://www.csclub.uwaterloo.ca/~ehobot/gifs/zdjecia/lim1-3.jpg
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Can I activate the g.var by a trigger in mission editor ? second question does the global variable take lots of memory  ? and if the script is ended like "EXIT" the g.var are staying in memory or not ? thx for help a   noob 1). I didn't tried it, but it should work, I think 2). "Variable may be unitialized by assigning it nil value. This effectively destroys variable as if it never existed." - from Command Reference
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Skip it. Siciliy is simply Malden with an older touch, to make it more appropriate for WWII. Right now I'm thinking Trinity. It is not too far from a "Polish" look, at least if you pretend that Poland isn't an island. BM Nogova is has some sort of "Polish" look. Basically - it combines all the terrain types we have here in Poland (well maybe there is no as big desert as the one on Nogova and there are no such cliffs like on the northern part of this island), buildings in small towns and villages are looking just like those on Nogova. Roadsigns are almost the same. Gas stations in 80's were similar too. Some pics from small towns, villages and locations: Church in the town of Wegrow - http://www.wegrow.com.pl - (pretty typical small-town in the central/eastern part part of the country) Blocks in the same town Some streets Wegrow suburbs City hall in the town of Kielce - http://www.kielce.pl - (medium town in the Central/Southern part of Country) Squares in Kielce Ruins of the XVII century "Krzyztopor" (you can translate it as "Cross-axe") castle in the Ujazd (there are plenty of such (even older) ruins here in Poland) "Morskie Oko" lake in Tatra mountains Koziniec and Nosal hills (above photos from: http://venus.ci.uw.edu.pl/~mbom/index2.htm) OK, that will be enough (probably moderator will touch this post anyways hehe). The point is that there are more similarities between Nogova and Poland than between Malden and Poland.
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Creating an .rtm file for a vehicle and running it
AirwolfPL replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Indeed it is. Feel free to decompile mine recently released Hughes 500D pack (and see how I've made startup/shutdown animations) or mine Nogova Police Mi-2 (with startup/loudspeaker animations) -
L and P Raketa points are for use on planes. Change names of those points to L and P Strela and it will work (don't be suprised if last X rockets will be fired from places defined by proxies (for missiles) - it's a bug and even BIS couldn't get rid of this problem (check out their AH-64 or Ka-52 ;) - if it will really be necessary for you to get rid of it, you can use simple script which will determine how many rockets left, which rocket is fired and then it will move it to proper place around your chopper, but it's not going to look very well anyways - let me know if you'll need help with such script).
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Previous version of this addon was great, so I'm very impatient to see what's new in this release. Police version will be very good addition to mine Police Mi-2 (new version with several updates/improvements should be released soon)
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Does hiddenselections or setobjtexture works on
AirwolfPL replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Yup it's working correctly on buildings (at least as long as you're setting these buildings using in-game editor, not the wrpedit/visitor) -
I've made realistic ones too (Mi-2, H500) but you're perfectly right about Airwolf chopper... Cancelling project now... ;P PS.: Rice Boys - BAAAAAAD!
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Who needs ricers in OFP? ~:/ You better make some neat american muscle cars...
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Who needs ricers in OFP? ~:/ You better make some neat american muscle cars...
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We just released Hughes 500 helicopter pack which contains plain civilian chopper: and resistance armed gunship equipped with 20mm Gatling Gun and generic multipurpose guided missiles: You can download it here: awmh500_v15.zip (4MB) Readme File: awmh500_v15_readme.txt
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(awmod) hughes 500d helicopter pack v1.5
AirwolfPL replied to AirwolfPL's topic in ADDONS & MODS: COMPLETE
Or this one: PS.: DeLoreans _do_ rust - body is covered with stainless steel plates of course, but chassis was made from regular steel and covered with some thin coat of the anti-rust enamel, which isn't very effective anyways - it cracks and water is able to seep through... -
Is it possible to set a global variable .....
AirwolfPL replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Now I add this line to the init.sqs of any mission... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_OPGWC_TANKFIRE = false But the script gets executed anyway even if its true or false. Any way i can set it to be a global variable ? OR is this thing possible! Thanks All variables starting with "_" are local variables, so it's not suprising it's not working. You've made several other mistakes too. Script will be always executed, because you are setting your variable to true just before checking if it's set to false. You're checking if variable is set to false using "=" instead of "==". You can also simplify this further - try this instead: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?OPGWC_TANKFIRE: goto "Exit" or just: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?OPGWC_TANKFIRE: Exit Now add this line to the init.sqs of any mission if you want to disable the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">OPGWC_TANKFIRE = true -
Absolutely new mi-26 under constructions
AirwolfPL replied to DPS -CCCP-'s topic in ADDONS & MODS: DISCUSSION
Bull**** I don't want to start another war here, but if this chopper was military one (and it seems it was), then it wasn't act of terror - Chechens had same right to do that as Russians when they fired a missile at Johar Doudayev. That's called war not terrorism (especially international terroris). -
I had exactly the same problem with mine Hughes 500D (which was released recently). As you've told - it's because AI thinks that chopper is out of fuel, and it's trying to engage engines continously, or just reporting 'out of fuel' status and didn't trying to startup engines again. Simplifing startup procedure a lot (ripping off the 'remove fuel' part from the alternative startup script used by AI) was the solution. Similar things happened in mine H500, when startup engines key (Q) was pressed down and holded while time acceleration was enabled - startup procedure was started but engines were never engaged - I've shortened time when chopper is out of fuel and it solved mine problem...
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(awmod) hughes 500d helicopter pack v1.5
AirwolfPL replied to AirwolfPL's topic in ADDONS & MODS: COMPLETE
We don't know yet -
(awmod) hughes 500d helicopter pack v1.5
AirwolfPL replied to AirwolfPL's topic in ADDONS & MODS: COMPLETE
Such version will come with the mod or even earlier, just wait for it. If anyone attempts to modify this addon in any way he will not get permission from us to release it publicly, sorry, please try to understand this, and don't ask why.